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The Games Machine 76
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XENIATGM66.iso
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Messiah
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Enemies
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SubGirlActions.hxx
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1999-11-29
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/*
action(SubGirlJumpStart) //short "tapped" jump, use light landing after
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
trigger(_AllDir);
nrintframes(3);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpUpwards);
}
action(SubGirlJumpUpwards) //thrust upwards, hold last frame while going up..up..up
{
file("pc\actors\Subgirl1\xxx\SgJmpB.ske",100,off,100);
trigger(_AllDir);
nrintframes(4);
ydeltafromzeroframe(off);
break(on);
connections(SubGirlJumpDownwards);
}
action(SubGirlJumpDownwards) //no more thrust, hold last until land
{
file("pc\actors\Subgirl1\xxx\SgJmpC.ske",100,off,100);
trigger(_AllDir);
nrintframes(4);
ydeltafromzeroframe(off);
break(on);
connections(SubGirlJumpLand);
}
action(SubGirlJumpLandInCombat) //heavy landing in combat mode
{
file("pc\actors\Subgirl1\xxx\SgJmpLn2.ske",100,off,100);
trigger(_AllDir);
nrintframes(4);
ydeltafromzeroframe(off);
break(on);
connections(SubGirlIdle);
}
action(SubGirlJumpLand) //heavy landing in noncombat mode
{
file("pc\actors\Subgirl1\xxx\SgJmpLn3.ske",100,off,100);
trigger(_AllDir);
nrintframes(4);
ydeltafromzeroframe(off);
break(on);
connections(SubGirlIdle);
}
*/
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action(SubGirlSpread) //Lead directly to next animation
{
trigger(_DIRMove);
nrintframes(-1);
connections(SubGirlWalkDiagFL,SubGirlWalkDiagFR,SubGirlWalkDiagBL,SubGirlWalkDiagBR,SubGirlWalk,SubGirlWalkBack,SubGirlWalkL,SubGirlWalkR,SubGirlRunDiagFL,SubGirlRunDiagFR,SubGirlRunDiagBL,SubGirlRunDiagBR,SubGirlrun,SubGirlRunBack,SubGirlRunL,SubGirlRunR);
}
action(SubGirlCrouchWoundLight)
{
file("pc\actors\Chot\xxx\MCrWnd1.ske",10,off); //Head.
file("pc\actors\Chot\xxx\MCrWnd2.ske",100,off); //Stomach/chest.
trigger(_DIRNotEndOfAnim);
break(on);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
action(SubGirlCrouchDead)
{
file("pc\actors\Chot\xxx\McrDeth1.ske",100,off); //Throw back from chest hit. Die on back.
trigger(_allDIR);
break(off);
ColSphereScale(50);
ColSphereYOffsetScale(100);
nrintframes(8);
}
action(SubGirlCrouchDown)
{
file("pc\actors\prost1\xxx\FCrStart.ske",100,off);
trigger(_allDIR);
break(off);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchIdle);
}
action(SubGirlCrouchUp)
{
file("pc\actors\prost1\xxx\FCrEnd.ske",100,off);
trigger(_allDIR);
break(off);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlSpread,SubGirlIdle);
}
action(SubGirlCrouchDownCombat)
{
file("pc\actors\prost1\xxx\FCrStrCm.ske",100,off);
trigger(_allDIR);
break(off);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchIdle);
}
action(SubGirlCrouchUpCombat)
{
file("pc\actors\prost1\xxx\FCrEndCm.ske",100,off);
trigger(_allDIR);
break(off);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlSpread,SubGirlIdle);
}
action(SubGirlCrouchGrenade)
{
file("pc\actors\prost1\xxx\FCrTrGrn.ske",100,on);
trigger(_allDIR);
break(off);
nrintframes(0);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
action(SubGirlCrouchIdle)
{
file("pc\actors\prost1\xxx\FCrIdle.ske",100,on);
trigger(_allDIR);
break(on);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
action(SubGirlCrouchSpreadOut)
{
file("pc\actors\prost1\xxx\FCrIdle.ske",100,on);
trigger(_DIRmove);
nrintframes(-1);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchForwardLeft,SubGirlCrouchForwardRight,SubGirlCrouchBackwardLeft,SubGirlCrouchBackwardRight,SubGirlCrouchForward,SubGirlCrouchBackward,SubGirlCrouchLeft,SubGirlCrouchRight,SubGirlCrouchRForwardLeft,SubGirlCrouchRForwardRight,SubGirlCrouchRBackwardLeft,SubGirlCrouchRBackwardRight,SubGirlCrouchRForward,SubGirlCrouchRBackward,SubGirlCrouchRLeft,SubGirlCrouchRRight);
}
action(SubGirlCrouchRForward)
{
file("pc\actors\Chot\xxx\MCrRunF.ske",100,on,110);
trigger(_DIRforward);
break(on);
nrintframes(4);
soundlevel(100);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
action(SubGirlCrouchRBackward)
{
file("pc\actors\Chot\xxx\MCrRunB.ske",100,on,110);
trigger(_DIRbackward);
break(on);
offset(12);
nrintframes(4);
soundlevel(100);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
action(SubGirlCrouchRLeft)
{
file("pc\actors\Chot\xxx\MCrRunL.ske",100,on,110);
trigger(_DIRsideleft);
break(on);
offset(12);
nrintframes(4);
soundlevel(100);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
action(SubGirlCrouchRRight)
{
file("pc\actors\Chot\xxx\MCrRunR.ske",100,on,110);
trigger(_DIRsideright);
break(on);
offset(12);
nrintframes(4);
soundlevel(100);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
action(SubGirlCrouchRForwardLeft)
{
file("pc\actors\Chot\xxx\MCrRunFL.ske",100,on,110);
trigger(_DIRsideleft|_DIRforward);
break(on);
offset(12);
nrintframes(4);
soundlevel(100);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
action(SubGirlCrouchRBackwardLeft)
{
file("pc\actors\Chot\xxx\MCrRunBL.ske",100,on,110);
trigger(_DIRsideleft|_DIRbackward);
break(on);
offset(12);
nrintframes(4);
soundlevel(100);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
action(SubGirlCrouchRForwardRight)
{
file("pc\actors\Chot\xxx\MCrRunFR.ske",100,on,110);
trigger(_DIRsideright|_DIRforward);
break(on);
offset(12);
nrintframes(4);
soundlevel(100);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
action(SubGirlCrouchRBackwardRight)
{
file("pc\actors\Chot\xxx\MCrRunBR.ske",100,on,110);
trigger(_DIRsideright|_DIRbackward);
break(on);
offset(12);
nrintframes(4);
soundlevel(100);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
action(SubGirlCrouchForward)
{
file("pc\actors\prost1\xxx\FCrWlkF.ske",100,on);
trigger(_DIRwalking|_DIRforward);
break(on);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
action(SubGirlCrouchBackward)
{
file("pc\actors\prost1\xxx\FCrWlkB.ske",100,on);
trigger(_DIRwalking|_DIRbackward);
break(on);
offset(12);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
action(SubGirlCrouchLeft)
{
file("pc\actors\prost1\xxx\FCrWlkL.ske",100,on);
trigger(_DIRwalking|_DIRsideleft);
break(on);
offset(12);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
action(SubGirlCrouchRight)
{
//file("pc\actors\Chot\xxx\MCrStfR.ske",100,on);
file("pc\actors\prost1\xxx\FCrWlkR.ske",100,on); //wait for gabe
trigger(_DIRwalking|_DIRsideright);
break(on);
offset(12);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
action(SubGirlCrouchForwardLeft)
{
file("pc\actors\prost1\xxx\FCrWlkFL.ske",100,on);
trigger(_DIRwalking|_DIRsideleft|_DIRforward);
break(on);
offset(12);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
action(SubGirlCrouchBackwardLeft)
{
file("pc\actors\prost1\xxx\FCrWlkBL.ske",100,on);
trigger(_DIRwalking|_DIRsideleft|_DIRbackward);
break(on);
offset(12);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
action(SubGirlCrouchForwardRight)
{
file("pc\actors\prost1\xxx\FCrWlkFR.ske",100,on);
trigger(_DIRwalking|_DIRsideright|_DIRforward);
break(on);
offset(12);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
action(SubGirlCrouchBackwardRight)
{
file("pc\actors\prost1\xxx\FCrWlkBR.ske",100,on); //wait for gabe
//file("pc\actors\Chot\xxx\MCrStRB.ske",100,on);
trigger(_DIRwalking|_DIRsideright|_DIRbackward);
break(on);
offset(12);
nrintframes(4);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlCrouchSpreadOut,SubGirlCrouchIdle);
}
Action(SubGirlIdleCombatNoGun)
{
file("pc\actors\Subgirl1\xxx\SgIdl1Cm.ske",100,on);
trigger(_noDIR|_DIRcombatmode);
nrintframes(4);
intforloop(on);
break(on);
connections(SubGirlSpread,SubGirlTurnLeft,SubGirlTurnRight,SubGirlidle);
}
Action(SubGirlIdleNoGun)
{
file("pc\actors\Subgirl1\xxx\SgIdl1Nc.ske",50,on);
file("pc\actors\Subgirl1\xxx\SgIdl2Nc.ske",100,on);
trigger(_allDIR);
nrintframes(4);
intforloop(on);
break(on);
connections(SubGirlSpread,SubGirlTurnLeft,SubGirlTurnRight,SubGirlidle);
}
Action(SubGirlIdle)
{
trigger(_allDIR);
nrintframes(-1);
connections(SubGirlKickMale,SubGirlIdleCombatNoGun,SubGirlIdleNoGun);
}
action(SubGirlIdleLongTime)
{
file("pc\actors\Chot\xxx\mspan11p.ske",33,on);
file("pc\actors\Chot\xxx\mspan14p.ske",66,on);
file("pc\actors\Chot\xxx\mspan12p.ske",100,on);
trigger(_DIRNotEndOfAnim);
break(on);
nrintframes(8);
intforloop(on);
connections(SubGirlSpread,SubGirlTurnLeft,SubGirlTurnRight,SubGirlIdleLongTime,SubGirlIdle);
}
action(SubGirlIdleHitWall) //used just after you bounce into a wall
{
file("pc\actors\Chot\xxx\Mneidl2p.xxx",20,on); //ass scratch
file("pc\actors\Chot\xxx\Mneidl3p.xxx",40,on); //crotch scratch
file("pc\actors\Chot\xxx\Mneidl1p.xxx",100,on); //look around
trigger(_allDIR);
break(on);
nrintframes(8);
intforloop(on);
nomove(true)
connections(SubGirlHitWallSpread);
}
action(SubGirlIdleHitWallFront) //used just after you bounce into a wall, face first
{
//MISSING Animation
file("pc\actors\Chot\xxx\Mneidl1p.xxx",100,on); //look around
trigger(_allDIR);
break(on);
nrintframes(8);
intforloop(on);
nomove(true)
connections(SubGirlHitWallTurnLeft,SubGirlHitWallTurnRight,SubGirlIdleHitWallFront);
}
action(SubGirlHitWallSpread) //Lead directly to next animation
{
trigger(_allDIR);
nrintframes(-1);
connections(SubGirlIdleHitWall);
connections(SubGirlHitWallTurnLeft,SubGirlHitWallTurnRight,SubGirlIdleHitWall);
}
/////////////////////////////////////////////////////////////////////////////////////////
// ELECTRICUTIONS
action(SubGirlElectricShock0)
{
file("pc\actors\Chot\xxx\aelectLP.ske",100,off,130);
trigger(_allDIR);
break(off);
nrintframes(4);
intforloop(off);
nomove(true)
connections(SubGirlElectricShock1);
collision(on);
gravity(off);
}
action(SubGirlElectricShock1)
{
file("pc\actors\Chot\xxx\ThBkHld1.ske",100,off);
move(0,0,20);
trigger(_allDIR);
break(off);
nrintframes(6);
intforloop(off);
nomove(true)
connections(SubGirlElectricShock2);
gravity(on);
collision(on);
}
action(SubGirlelectricshock2)
{
file("pc\actors\Chot\xxx\ThBklnd.ske",100,off);
move(0,0,4);
trigger(_DIRhorcol);
nrintframes(6);
break(off);
connections(SubGirlElectricShock3);
collision(on);
}
action(SubGirlElectricShock3)
{
file("pc\actors\chot\xxx\Mkipup.ske",30,off,80);
file("pc\actors\chot\xxx\mstndfbk.ske",100,off,110);
trigger(_allDIR);
break(off);
nrintframes(8);
connections(SubGirlIdle);
collision(on);
}
/////////////////////////////////////////////////////////////////////////////////////////
// DEAHTS
action(SubGirlFallDead)
{
file("pc\actors\Chot\xxx\alndhard.ske",100,off);
trigger(_allDIR);
break(off);
nrintframes(12);
}
action(SubGirlCrawlDead)
{
file("pc\actors\Chot\xxx\mcrwlfal.ske",100,off);
trigger(_allDIR);
break(off);
nrintframes(12);
}
action(SubGirlStandDead)
{
file("pc\actors\Chot\xxx\mded1g.ske",20,off); //Face down
file("pc\actors\Chot\xxx\mded2g.ske",40,off); //Face up
file("pc\actors\Chot\xxx\mded3g.ske",60,off); //Face up
file("pc\actors\Chot\xxx\mded4g.ske",80,off); //On side
file("pc\actors\Chot\xxx\mded5g.ske",100,off); //face down
//MISSING: This causes an error, because anim does not stop when it selects MDED1, 2, 3 or 4
trigger(_allDIR);
break(off);
nrintframes(12);
}
action(SubGirlPoleDead)
{
file("pc\actors\Chot\xxx\Poldedlf.ske",50,off);
file("pc\actors\Chot\xxx\Poldedlb.ske",100,off);
//file("pc\actors\Chot\xxx\mbelly.ske",100,off);
trigger(_allDIR);
break(off);
nrintframes(31);
}
/////////////////////////////////////////////////////////////////////////////////////////
// BURNED, STEAMED AND BLIND
action(SubGirlGettingBurned) //When inside fire, moving head left and right
{
file("pc\actors\chot\xxx\MBrnThrs.ske",100,on);
trigger(_allDIR);
break(on);
nrintframes(3);
ydeltafromzeroframe(off);
connections(SubGirlBlindForward,SubGirlBlindBackwards,SubGirlGettingBurned);
}
action(SubGirlBlindForward) //Walk slowly forward both inside and outside fire
{
file("pc\actors\chot\xxx\MBrnStgr.ske",100,on);
trigger(_DIRforward);
break(on);
nrintframes(3);
connections(SubGirlBlindForward,SubGirlBlindBackwards,SubGirlBurnedIdle);
}
action(SubGirlBlindBackwards) //Walk slowly backwards both inside and outside fire
{
file("pc\actors\chot\xxx\MBrnStbk.ske",100,on);
trigger(_DIRbackward);
break(on);
nrintframes(3);
connections(SubGirlBlindForward,SubGirlBlindBackwards,SubGirlBurnedIdle);
}
action(SubGirlBurnedIdle) //Inside and Outside fire, idle
{
file("pc\actors\chot\xxx\MBrnIdl.ske",100,on);
trigger(_allDIR);
break(on);
nrintframes(3);
connections(SubGirlBlindForward,SubGirlBlindBackwards,SubGirlBurnedIdle);
}
action(SubGirlBurningRunInCircle) //Running around in circle with the head on fire, then fall.
{
file("pc\actors\chot\xxx\MBrnRnAr.ske",100,on);
trigger(_allDIR);
break(off);
nrintframes(3);
connections(SubGirlBurningRollOnFloor);
}
action(SubGirlBurningRollOnFloor) //Roll on floor to extinguish fire
{
file("pc\actors\chot\xxx\ABrnRoll.ske",100,on,80);
trigger(_allDIR);
break(off);
nrintframes(3);
connections(SubGirlSlowGetUpFace);
}
action(SubGirlSlowGetUpFace) //Get back up from the ground
{
file("pc\actors\chot\xxx\Mstandf1.ske",100,on,100,-1,-1,Sub_GetUpClearThrown68);
trigger(_allDIR);
break(off);
nrintframes(3);
connections(SubGirlBurnedIdle);
}
/////////////////////////////////////////////////////////////////////////////////////////
// CRAWLING, BEING DRAGGED
action(SubGirlDragged)
{
file("pc\actors\chot\xxx\MDrgFH_A.ske",100,off);
file("pc\actors\chot\xxx\MDrgFH_B.ske",100,on);
trigger(_allDIR);
nrintframes(3);
connections(SubGirlDragged);
}
action(SubGirlFallToCrawl)
{
//file("pc\actors\chot\xxx\MBrn2Kns.ske",100,off);
file("pc\actors\chot\xxx\MBrkleg.ske",100,off,50);
trigger(_allDIR);
break(off);
nrintframes(3);
connections(SubGirlCrawlIdle);
}
action(SubGirlCrawlSpread) //Lead directly to next animation
{
trigger(_allDIR);
nrintframes(-1);
connections(SubGirlCrawlForward,SubGirlCrawlBackwards,SubGirlCrawlTurnLeft,SubGirlCrawlTurnRight,SubGirlCrawlIdle);
}
action(SubGirlCrawlForward)
{
file("pc\actors\chot\xxx\MCrwl2.ske",100,on);
trigger(_DIRforward);
break(on);
nrintframes(8);
connections(SubGirlCrawlSpread);
}
action(SubGirlCrawlBackwards)
{
file("pc\actors\chot\xxx\MCrwlbk.ske",100,on);
trigger(_DIRbackward);
break(on);
nrintframes(8);
connections(SubGirlCrawlSpread);
}
action(SubGirlCrawlTurnLeft)
{
file("pc\actors\chot\xxx\MCrwlbk.ske",100,on);
trigger(_DIRright);
trigger(_DIRleft);
break(on);
nomove(on);
nrintframes(8);
connections(SubGirlCrawlSpread);
}
action(SubGirlCrawlTurnRight)
{
file("pc\actors\chot\xxx\MCrwlbk.ske",100,on);
trigger(_DIRright);
break(on);
nomove(on);
nrintframes(8);
connections(SubGirlCrawlSpread);
}
action(SubGirlCrawlIdle)
{
file("pc\actors\chot\xxx\MCrlidl3.ske",80,on);
file("pc\actors\chot\xxx\MCrwlcl2.ske",100,on);
trigger(_allDIR);
break(on);
nrintframes(8);
connections(SubGirlCrawlSpread);
}
action(SubGirlOnPole)
{
file("pc\actors\Chot\xxx\mback.ske",20,off);
file("pc\actors\Chot\xxx\PolTwch1.ske",50,on);
file("pc\actors\Chot\xxx\PolTwch2.ske",100,on);
trigger(_allDIR);
break(off);
nrintframes(12);
intforloop(on);
connections(SubGirlOnPole,SubGirlPoleDead);
}
/////////////////////////////////////////////////////////////////////////////////////////
// CLIMBING
Action(SubGirlclimbup)
{
file("pc\actors\chot\xxx\MClmbWlS.ske",50,off,100);
file("pc\actors\chot\xxx\MClmbWlF.ske",100,off,100);
nrintframes(8);
break(off);
trigger(_allDIR);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlIdle);
}
action(SubGirlThrowGrenade)
{
file("pc\actors\Domina\xxx\dmthgrc.ske",100,on);
trigger(_allDIR);
break(off);
nrintframes(0);
ColSphereScale(50);
ColSphereYOffsetScale(100);
connections(SubGirlSpread,SubGirlIdle);
}
/////////////////////////////////////////////////////////////////////////////////////////
// POSSESION
action(SubGirlPossesed)
{
file("pc\actors\prost1\xxx\mposs1.xxx",100,off);
trigger(_DIRvercol);
// gravity(off);
// collision(off);
nrintframes(4);
break(off);
connections(SubGirlidle);
}
action(SubGirlDepossesed)
{
file("pc\actors\chot\xxx\Mstun1g.ske",50,on);
file("pc\actors\chot\xxx\Mstun2g.ske",100,on);
trigger(_DIRactorbulletcol);
nrintframes(4);
break(off);
connections(SubGirlidle);
}
/////////////////////////////////////////////////////////////////////////////////////////
// WOUNDED
action(SubGirlWoundLight)
{
file("pc\actors\Domina\xxx\dmwnd1c.ske",33,off,100,-1,_DIRcombatmode);
file("pc\actors\Domina\xxx\dmwnd2c.ske",66,off,100,-1,_DIRcombatmode);
file("pc\actors\Domina\xxx\dmwnd3c.ske",100,off,100,-1,_DIRcombatmode);
file("pc\actors\prost1\xxx\fqkwund1.ske",25,off);
file("pc\actors\prost1\xxx\fqkwund2.ske",50,off);
file("pc\actors\prost1\xxx\fqkwund3.ske",75,off);
file("pc\actors\prost1\xxx\fqkwund4.ske",100,off);
trigger(_DIRNotEndOfAnim);
break(on);
collision(on);
nrintframes(4);
connections(SubGirlSpread,SubGirlWoundLight,SubGirlTurnLeft,SubGirlTurnRight,SubGirlIdle);
}
action(SubGirlWoundLightNoBreak) //Identical to the one above except for break
{
file("pc\actors\Chot\xxx\FstWnd1.ske",10,off);
file("pc\actors\Chot\xxx\FstWnd2.ske",100,off);
//file("pc\actors\Chot\xxx\FstWnd3.ske",100,off);
trigger(_DIRNotEndOfAnim);
break(off);
collision(on);
nrintframes(4);
connections(SubGirlSpread,SubGirlWoundLight,SubGirlTurnLeft,SubGirlTurnRight,SubGirlIdle);
}
action(SubGirlWoundFlyBack1) //Hold frame
{
file("pc\actors\Chot\xxx\ThBkHld1.ske",100,off);
trigger(_alldir);
break(on);
collision(on);
nrintframes(4);
connections(SubGirlWoundFlyBack2);
}
action(SubGirlWoundFlyBack2) //Hitting wall+hold frame
{
file("pc\actors\Chot\xxx\ThBkhtwl.ske",100,off);
trigger(_DIRVerCol);
break(on);
collision(on);
nrintframes(4);
connections(SubGirlWoundFlyBack3);
}
action(SubGirlWoundFlyBack3) //Land on ground
{
file("pc\actors\Chot\xxx\ThBklnd.ske",100,off);
trigger(_DIRHorCol);
break(off);
collision(on);
nrintframes(4);
connections(SubGirlIdle);
}
/////////////////////////////////////////////////////////////////////////////////////////
// STANDARD MOVES WITHOUT GUN
action(SubGirlRunBack)
{
file("pc\actors\Subgirl1\xxx\SgRunB.ske",100,on);
offset(9);
nrintframes(4);
trigger(_DIRbackward);
break(on);
connections(SubGirlSpread,SubGirlidle);
move(0,0,16);
}
Action(SubGirlrun)
{
file("pc\actors\Subgirl1\xxx\SgRunF.ske",100,on);
break(on);
nrintframes(4);
offset(2);
trigger(_DIRforward);
connections(SubGirlSpread,SubGirlidle);
move(0,0,-16);
}
action(SubGirlRunL)
{
file("pc\actors\prost1\xxx\PRunL.ske",100,on);
offset(2);
nrintframes(8);
trigger(_DIRsideleft);
break(on);
connections(SubGirlSpread,SubGirlidle);
}
action(SubGirlRunR)
{
file("pc\actors\prost1\xxx\PRunR.ske",100,on);
offset(2);
nrintframes(8);
trigger(_DIRsideright);
break(on);
connections(SubGirlSpread,SubGirlidle);
}
action(SubGirlRunDiagFL)
{
file("pc\actors\prost1\xxx\PRunFL.ske",100,on);
offset(2)
trigger(_DIRsideleft|_DIRforward);
break(on);
nrintframes(8);
connections(SubGirlSpread,SubGirlidle);
}
action(SubGirlRunDiagFR)
{
file("pc\actors\prost1\xxx\PRunFR.ske",100,on);
offset(2);
trigger(_DIRsideright|_DIRforward);
break(on);
nrintframes(8);
connections(SubGirlSpread,SubGirlidle);
}
action(SubGirlRunDiagBL)
{
file("pc\actors\prost1\xxx\PRunBL.ske",100,on);
offset(9);
trigger(_DIRsideleft|_DIRbackward);
break(on);
nrintframes(4);
connections(SubGirlSpread,SubGirlidle);
}
action(SubGirlRunDiagBR)
{
file("pc\actors\prost1\xxx\PRunBR.ske",100,on);
offset(9);
trigger(_DIRsideright|_DIRbackward);
break(on);
nrintframes(4);
connections(SubGirlSpread,SubGirlidle);
}
Action(SubGirlwalk)
{
file("pc\actors\Subgirl1\xxx\SgWlkFNc.ske",100,on);
offset(3);
nrintframes(4);
trigger(_DIRwalking|_DIRforward);
//loopframes(10,20); //loopstartframe,loopendframe
break(on);
connections(SubGirlSpread,SubGirlidle);
}
action(SubGirlWalkBack)
{
// file("pc\actors\prost1\xxx\PWlkB.ske",100,on);
file("pc\actors\Subgirl1\xxx\SgWlkBNc.ske",100,on);
offset(18);
nrintframes(4);
trigger(_DIRwalking|_DIRbackward);
break(on);
connections(SubGirlSpread,SubGirlidle);
}
action(SubGirlWalkL)
{
file("pc\actors\prost1\xxx\PWlkL.ske",100,on);
offset(3);
nrintframes(4);
trigger(_DIRwalking|_DIRsideleft);
break(on);
connections(SubGirlSpread,SubGirlIdle);
}
action(SubGirlWalkR)
{
file("pc\actors\prost1\xxx\PWlkR.ske",100,on);
nrintframes(4);
offset(3);
trigger(_DIRwalking|_DIRsideright);
break(on);
connections(SubGirlSpread,SubGirlIdle);
}
action(SubGirlWalkDiagFL)
{
file("pc\actors\prost1\xxx\PWlkFL.ske",100,on);
nrintframes(4);
offset(3);
trigger(_DIRwalking|_DIRsideleft|_DIRforward);
break(on);
connections(SubGirlSpread,SubGirlIdle);
}
action(SubGirlWalkDiagFR)
{
file("pc\actors\prost1\xxx\PWlkFR.ske",100,on);
nrintframes(4);
offset(3);
trigger(_DIRwalking|_DIRsideright|_DIRforward);
break(on);
connections(SubGirlSpread,SubGirlIdle);
}
action(SubGirlWalkDiagBL)
{
file("pc\actors\prost1\xxx\PWlkBL.ske",100,on);
nrintframes(4);
offset(18);
trigger(_DIRwalking|_DIRsideleft|_DIRbackward);
break(on);
connections(SubGirlSpread,SubGirlIdle);
}
action(SubGirlWalkDiagBR)
{
file("pc\actors\prost1\xxx\PWlkBR.ske",100,on);
nrintframes(4);
offset(18);
trigger(_DIRwalking|_DIRsideright|_DIRbackward);
break(on);
connections(SubGirlSpread,SubGirlIdle);
}
action(SubGirlHitWall)
{
//file("pc\actors\SubGirl\xxx\fwallg.xxx",100,off);
file("pc\actors\Chot\xxx\mwundg.xxx",100,off);
trigger(_DIRvercol);
break(off);
nrintframes(4);
// gravity(off);
// collision(off);
connections(SubGirlidle);
}
/////////////////////////////////////////////////////////////////////////////////////////
// TURNING
action(SubGirlTurnLeft)
{
file("pc\actors\prost1\xxx\FTrnLeft.ske",100,on);
move(2,0,0);
trigger(_DIRleft);
break(on);
nrintframes(6);
connections(SubGirlSpread,SubGirlTurnLeft,SubGirlTurnRight,SubGirlIdle);
}
action(SubGirlTurnRight)
{
file("pc\actors\prost1\xxx\FTrnRigt.ske",100,on);
move(-2,0,0);
trigger(_DIRright);
break(on);
nrintframes(6);
connections(SubGirlSpread,SubGirlTurnLeft,SubGirlTurnRight,SubGirlIdle);
}
action(SubGirlHitWallTurnLeft)
{
file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
move(2,0,0);
trigger(_DIRleft);
break(on);
nrintframes(6);
connections(SubGirlHitWallSpread);
}
action(SubGirlHitWallTurnRight)
{
file("pc\actors\Chot\xxx\mtrnlft2.ske",100,on);
move(-2,0,0)
trigger(_DIRright);
break(on);
nrintframes(6);
connections(SubGirlHitWallSpread);
}
action(SubGirlKickMale)
{
file("pc\actors\Subgirl1\xxx\SgKik1.ske",100,on,100); //side kick
file("pc\actors\Subgirl1\xxx\SgPnch1.ske",100,on,100); //Big right cross/uppercut
flag(_SXAAalignmovingslave);
AlignAngle(0);
TargetAngle(180);
AttackHeight(50);
AlignDistance(100);
AlignSlack(20);
DistanceSlack(50);
AlignStartFrame(0);
AlignNrFrames(10);
AttachActionStartAtFrame(12);
DamageFrame(12);
Power(10);
AttachAction(CopThrownSpinLink);
TargetAIClass(_AIclassmale);
ActionSubRoutine(Sub_RandomPunchedSFX);
trigger(_DIRshoot);
break(off);
nrintframes(4);
connections(SubGirlIdle);
}
/////////////////////////////////////////////////////////////////////////////////////////
// JUMP AND FALL
action(SubGirlJump) //Lead directly to next animation
{
trigger(_DIRjump);
AIClass(_AIclassSubgirl);
nrintframes(-1);
connections(SubGirlJumpBL,SubGirlJumpBR,SubGirlJumpBackwards,SubGirlJumpFL,SubGirlJumpL,SubGirlJumpFR,SubGirlJumpR,SubGirlJumpForward,SubGirlJumpInPlace);
}
action(SubGirlJumpHigh)
{
file("pc\actors\Subgirl1\xxx\SgJmpC.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedHigh,0);
trigger(_DIRjump);
nrintframes(4);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlFallInplace);
}
action(SubGirlJumpMedium)
{
file("pc\actors\Subgirl1\xxx\SgJmpB.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedMiddle,0);
trigger(_DIRjump);
nrintframes(4);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpHigh,SubGirlFallInplace);
}
action(SubGirlJumpHighR)
{
file("pc\actors\Subgirl1\xxx\SgJmpC.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedHigh,0);
trigger(_DIRjump);
nrintframes(4);
rotate(90);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlFallR);
}
action(SubGirlJumpMediumR)
{
file("pc\actors\Subgirl1\xxx\SgJmpB.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedMiddle,0);
trigger(_DIRjump);
nrintframes(4);
rotate(90);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpHighR,SubGirlFallR);
}
action(SubGirlJumpHighL)
{
file("pc\actors\Subgirl1\xxx\SgJmpC.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedHigh,0);
trigger(_DIRjump);
nrintframes(4);
rotate(-90);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlFallL);
}
action(SubGirlJumpMediumL)
{
file("pc\actors\Subgirl1\xxx\SgJmpB.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedMiddle,0);
trigger(_DIRjump);
nrintframes(4);
rotate(-90);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpHighL,SubGirlFallL);
}
action(SubGirlJumpHigh45R)
{
file("pc\actors\Subgirl1\xxx\SgJmpC.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedHigh,0);
trigger(_DIRjump);
nrintframes(4);
rotate(45);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlFallFR);
}
action(SubGirlJumpMedium45R)
{
file("pc\actors\Subgirl1\xxx\SgJmpB.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedMiddle,0);
trigger(_DIRjump);
nrintframes(4);
rotate(45);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpHigh45R,SubGirlFallFR);
}
action(SubGirlJumpHigh45L)
{
file("pc\actors\Subgirl1\xxx\SgJmpC.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedHigh,0);
trigger(_DIRjump);
nrintframes(4);
rotate(-45);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlFallFL);
}
action(SubGirlJumpMedium45L)
{
file("pc\actors\Subgirl1\xxx\SgJmpB.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedMiddle,0);
trigger(_DIRjump);
nrintframes(4);
rotate(-45);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpHigh45L,SubGirlFallFL);
}
action(SubGirlJumpInPlace)
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
//file("pc\actors\chot\xxx\mjinplc5.ske",100,off,100);
move(0,SubGirlJumpSpeedLow,0);
trigger(_DIRjump);
nrintframes(4);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpMedium,SubGirlFallInplace);
}
action(SubGirlJumpForward)
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
//file("pc\actors\chot\xxx\Mjmp6Hg.ske",100,off,100);
trigger(_DIRforward);
nrintframes(3);
move(0,SubGirlJumpSpeedLow,0);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpMedium,SubGirlFallForward);
}
action(SubGirlJumpL)
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
trigger(_DIRsideleft);
rotate(-90)
nrintframes(5);
offset(3)
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpMediumL,SubGirlFallL);
}
action(SubGirlJumpFL)
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
trigger(_DIRsideleft|_DIRforward);
rotate(-45)
nrintframes(5);
offset(3)
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpMedium45L,SubGirlFallFL);
}
action(SubGirlJumpR)
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
trigger(_DIRsideright);
rotate(90)
nrintframes(5);
offset(3)
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpMediumR,SubGirlFallR);
}
action(SubGirlJumpFR)
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
trigger(_DIRsideright|_DIRforward);
rotate(45)
nrintframes(5);
offset(3)
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpMedium45R,SubGirlFallFR);
}
action(SubGirlJumpBackwards)
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
trigger(_DIRbackward);
nrintframes(5);
break(off);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlJumpMedium,SubGirlFallBackwards);
}
action(SubGirlJumpBR)
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
trigger(_DIRbackward|_DIRsideright);
nrintframes(5);
break(off);
gravity(off);
rotate(-45)
ydeltafromzeroframe(off);
connections(SubGirlJumpMedium45L,SubGirlFallBR);
}
action(SubGirlJumpBL)
{
file("pc\actors\Subgirl1\xxx\SgJmpA.ske",100,off,100);
trigger(_DIRbackward|_DIRsideleft);
nrintframes(5);
break(off);
gravity(off);
rotate(45)
ydeltafromzeroframe(off);
connections(SubGirlJumpMedium45R,SubGirlFallBL);
}
action(SubGirlfallForward)
{
file("pc\actors\Subgirl1\xxx\SgJmpD.ske",100,off,100);
// file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
// file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
// file("pc\actors\Chot\xxx\MJmp4Lp.ske",100,on,150);
trigger(_AllDir);
nrintframes(4);
ydeltafromzeroframe(off);
break(on);
connections(SubGirlfallForward);
}
action(SubGirlfallFL)
file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
// file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
// file("pc\actors\Chot\xxx\MJmp4Lp.ske",100,on,150);
trigger(_AllDir);
nrintframes(4);
ydeltafromzeroframe(off);
break(on);
rotate(-45)
connections(SubGirlfallFL);
}
action(SubGirlfallFR)
{
file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
// file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
// file("pc\actors\Chot\xxx\MJmp4Lp.ske",100,on,150);
trigger(_AllDir);
nrintframes(4);
ydeltafromzeroframe(off);
break(on);
rotate(45)
connections(SubGirlfallFR);
}
action(SubGirlfallL)
{
file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
// file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
// file("pc\actors\Chot\xxx\MJmp4Lp.ske",100,on,150);
trigger(_AllDir);
nrintframes(4);
ydeltafromzeroframe(off);
break(on);
rotate(-90)
connections(SubGirlfallL);
}
action(SubGirlfallR)
{
file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
// file("pc\actors\Chot\xxx\afallfst.ske",100,on,150);
// file("pc\actors\Chot\xxx\MJmp4Lp.ske",100,on,150);
trigger(_AllDir);
nrintframes(4);
ydeltafromzeroframe(off);
break(on);
rotate(90)
connections(SubGirlfallR);
}
action(SubGirlfallInPlace)
{
file("pc\actors\Subgirl1\xxx\SgJmpD.ske",100,off,100);
// file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100);
trigger(_AllDir);
nrintframes(7);
ydeltafromzeroframe(off);
break(on);
connections(SubGirlfallInPlace);
}
action(SubGirlfallBackwards)
{
file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100);
trigger(_AllDir);
nrintframes(7);
ydeltafromzeroframe(off);
break(on);
connections(SubGirlfallBackwards);
}
action(SubGirlfallBL)
{
file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100);
trigger(_AllDir);
nrintframes(7);
ydeltafromzeroframe(off);
break(on);
rotate(45)
connections(SubGirlfallBL);
}
action(SubGirlfallBR)
{
file("pc\actors\Chot\xxx\arnbkjml.ske",100,on,100);
trigger(_AllDir);
nrintframes(7);
ydeltafromzeroframe(off);
break(on);
rotate(-45)
connections(SubGirlfallBR);
}
action(SubGirlfall) //Fall when falling from edge only
{
// file("pc\actors\Subgirl1\xxx\SgJmpC.ske",100,off,100);
// file("pc\actors\Chot\xxx\MJmp5Lp.ske",100,on,150);
file("pc\actors\Subgirl1\xxx\SgJmpD.ske",100,off,100);
trigger(_AllDir);
nrintframes(7);
offset(8);
ydeltafromzeroframe(off);
break(on);
connections(SubGirlFall);
}
action(SubGirlTouchDown)
{
//file("pc\actors\Chot\xxx\mjmp4mg.ske",30,on); //only when falling from high places
//file("pc\actors\Chot\xxx\mjmp4lg.ske",100,on);
file("pc\actors\Subgirl1\xxx\SgJmpLn1.ske",100,on,100);
trigger(_DIRNotEndOfAnim);
nrintframes(5);
break(on);
connections(SubGirlSpread,SubGirlTouchDown,SubGirlIdle);
}
action(SubGirlTouchDownHard)
{
file("pc\actors\Subgirl1\xxx\SgJmpLn1.ske",100,on,100);
// file("pc\actors\Subgirl1\xxx\SgJmpLn2.ske",100,on,100,-1,_DIRcombatmode); //combat
// file("pc\actors\Subgirl1\xxx\SgJmpLn2.ske",100,on,100); //non combat
trigger(_DIRNotEndOfAnim);
nrintframes(5);
break(on);
connections(SubGirlSpread,SubGirlTouchDown,SubGirlIdle);
}
action(SubGirlRunUpStairs)
{
file("pc\actors\prost1\xxx\FRnStar2.ske",100,on);
trigger(_DIRforward);
break(off);
// offset(4);
nrintframes(8);
gravity(off);
ydeltafromzeroframe(off);
connections(SubGirlRunUpStairs);
}
// SubGirl THROWN ACTIONS
//
action(SubGirlThrownBack)
{
file("pc\actors\Chot\xxx\ThBkHld1.ske",100,on); //Backwards hold frame
trigger(_alldir);
break(on);
collision(on);
nrintframes(4);
connections(SubGirlThrownBackLand,SubGirlThrownBack);
}
action(SubGirlThrownBackLand)
{
file("pc\actors\Chot\xxx\ThBklnd.ske",100,off); //Backwards, land on back
trigger(_DIRhorcol);
break(off);
collision(on);
nrintframes(4);
connections(SubGirlGetUpFromBack,SubGirlThrownBackLand);
}
action(SubGirlThrownForward)
{
file("pc\actors\Chot\xxx\ThfwHld1.ske",100,on); //Forward hold frame
trigger(_alldir);
break(on);
collision(on);
nrintframes(4);
connections(SubGirlThrownForwardLand,SubGirlThrownForward);
}
action(SubGirlThrownForwardLand)
{
file("pc\actors\Chot\xxx\ThFwLnd.ske",100,off); //forward, land face down, and get up (gabe)
trigger(_DIRhorcol);
break(off);
collision(on);
nrintframes(4);
connections(SubGirlGetUpFromFrontFaceDown,SubGirlThrownForwardLand);
}
action(SubGirlThrownRight)
{
file("pc\actors\Chot\xxx\ThrnHldR.ske",100,on); //Right Hold frame #1
trigger(_alldir);
break(on);
collision(on);
nrintframes(4);
connections(SubGirlThrownRightLand,SubGirlThrownRight);
}
action(SubGirlThrownRightLand)
{
file("pc\actors\Chot\xxx\ThrnRite.ske",100,off); //Right land on face
trigger(_DIRhorcol);
break(off);
collision(on);
nrintframes(0);
connections(SubGirlGetUpFromRightFaceDown,SubGirlThrownRightLand);
}
action(SubGirlThrownLeft)
{
file("pc\actors\Chot\xxx\ThrnHldL.ske",100,on); //Left Hold frame #1
trigger(_alldir);
break(on);
collision(on);
nrintframes(4);
connections(SubGirlThrownLeftLand,SubGirlThrownLeft);
}
action(SubGirlThrownLeftLand)
{
file("pc\actors\Chot\xxx\Thrnleft.ske",100,off); //Left land on face
trigger(_DIRhorcol);
break(off);
collision(on);
nrintframes(0);
connections(SubGirlGetUpFromLeftFaceDown,SubGirlThrownLeftLand);
}
action(SubGirlGetUpFromBack)
{
file("pc\actors\chot\xxx\mstndfbk.ske",100,off,110,-1,-1,Sub_GetUpClearThrown84);
trigger(_DIRalive);
break(off);
collision(on);
nrintframes(4);
connections(SubGirlIdle);
}
action(SubGirlGetUpFromFrontFaceDown)
{
file("pc\actors\chot\xxx\MstandF1.ske",100,off,110,-1,-1,Sub_GetUpClearThrown68);
trigger(_DIRalive);
break(off);
collision(on);
nrintframes(0);
connections(SubGirlIdle);
}
action(SubGirlGetUpFromBackFaceDown)
{
file("pc\actors\chot\xxx\MstandF1.ske",100,off,110,-1,-1,Sub_GetUpClearThrown68);
trigger(_DIRalive);
rotate(180);
break(off);
collision(on);
nrintframes(0);
connections(SubGirlIdle);
}
action(SubGirlGetUpFromRightFaceDown)
{
file("pc\actors\chot\xxx\MstandF1.ske",100,off,110,-1,-1,Sub_GetUpClearThrown68);
trigger(_DIRalive);
rotate(90);
break(off);
collision(on);
nrintframes(0);
connections(SubGirlIdle);
}
action(SubGirlGetUpFromLeftFaceDown)
{
file("pc\actors\chot\xxx\MstandF1.ske",100,off,110,-1,-1,Sub_GetUpClearThrown68);
trigger(_DIRalive);
rotate(-90);
break(off);
collision(on);
nrintframes(0);
connections(SubGirlIdle);
}